is cast by them entire phase and does damage to skyfire if not absorbed by players. Players can stand in it on purpose to soak up the damage and is the intent to complete the achievement for this encounter (ie none of them ever hitting the ship)

Drop adds on ship periodicly. Phase 1 ends when 3 sets of these adds are killed and all the drakes have been killed.

is cast on tank and stacks. This one is actually a frontal cone and must be aimed away from raid. Avoid being in front of this mob if not the tank.

Ímpeto da Lâmina, which triggers Ímpeto da Lâmina, is a charge that draws a line on ground then zooms through everyone in it's path. It does considerable damage and should be avoided. It appears to have a 15-20 second cd (per mob) variation on heroic and about 20-30sec (per mob) variation on normal/LFR

is cast on tank and stacks. This one does not have a cleave and is safe to point at raid.

Ímpeto da Lâmina, which triggers Ímpeto da Lâmina, is a charge that draws a line on ground then zooms through everyone in it's path. It does considerable damage and should be avoided. It appears to have a 15-20 second cd (per mob) variation on heroic and about 20-30sec (per mob) variation on normal/LFR

Arpão can miss the drakes, if it does, it's recast every 2-3 seconds until it doesn't miss. Once it hits a drake, it applies a debuff. the duration of that debuff appears random and could be anywhere from 20-30 seconds (20 seems to be the min on live). Do to this RNG and your raids dps, drakes can either be easy to kill or a pain in a single cycle. If both drakes are killed, the CD between harpoon launches is 48-50 seconds. If any of them get away and have to trigger Recarregando, it will alter the CD depending on how long it takes to catch up. In LFR, it doesn't seem the drakes have ability to break free from line, they will remain until killed.

Recarregando will be cast when drakes break free from harpoon gun. This is a 10 second channel and prevents Arpão until complete. Upon completion will immediately pull the unfinished drake back in.

Rugido Perturbador which silences nearby people, but it's range is fairly small, so it's a good idea to group as close as possible to him but outside this range as a caster. Being closer helps dodge his other ability.

Onda de Choque will target a random person and when it does you have to move to avoid it. Typical target scanning is detectable with mods like dbm or bigwigs as well as unit frames. You can easily see who the Onda de Choque target is. That target and anyone near them need to move. The attack is harder to dodge further away you are do to it's coneward shape. Furthermore it's a good idea for ranged to spread out to avoid having to move as much. Entire clusters needing to move at once prolongs the fight.

He casts Devastar which applies Fender Armadura to tanks tanking him and as a result they have to tank swap to clear debuff.

He gains Vingança based on his health. If he's at 90% health his damage is increased by 10%. If he's at 10% health his damage is increased by 90%. When he gets really low he will wreck tanks and you need to save CDs for this part of fight.

In phase 2 it no longer casts Ofensiva do Crepúsculo and instead summons Chamas do Crepúsculo on the ground every 8 seconds (you can also see who it's targeting). It's typical to kill the drake first so the large voids stop spawning.

On heroic the drake actually lands on the ship and must be tanked as well. You dps it to make it leave.

is cast every 20 seconds while she is on the ground.

Here are observed bugs:

1. Incêndio no Convés can fail to properly despawn, making it difficult to tell real fire from "deadfire" that does no damage. This also adds to difficulty to seeing attacks like Ímpeto da Lâmina with a lot of broken fire animation littering the ground.

2. Second Terroraço de Elite do Crepúsculo is buggy, especialy if disarmed. He loses ability to charge or melee anyone, he just stands there like a moron and does nothing. first and third dreadblade do not seem affected by this bug.

3. Blackhorn and twilight elites can melee people before they hop off drakes. This typically happens if you stand close to the ship's sides, or at point of them landing. they seem to inherit the drakes melee swing range while on it's back and will swing at people as they fly over them. It's typically not a good idea to stand where any of them land.

4. Blackhorn does not properly despawn if you aggro drop him during phase 2. The net result is, on your next pull, a bugged invisible blackhorn is still on deck of ship that will run around killing everyone. Under no circomstance should anyone try to survive a phase 2 wipe.

5. Defensor do convés can sometimes randomly fail, even if no twilight barrages hit the ship.

6. Goriona can sometimes evade when she tries to leave the ship (heroic). This can safely be ignored.

Comentado por NightandDark

For a complete and detailed step-by-step Guide for Warmaster Blackhorn, check out: 25man.com/blackhorn

Comentado por Iroared

Strategy for 10 man normal:

During phase 1 you have to survive three waves of adds and kill all flying drakes (two drakes per each wave).The drakes drop two kinds of adds: Terroraço de Elite do Crepúsculo (fully armored) is dropped off first, and Matador de Elite do Crepúsculo (without helm) a few seconds later. They both have a charge ability that marks a path on the ground, and after a few seconds does a lot of damage to anyone standing on that path. They also stack different debuffs on their tank, so tanks should alternate the adds they will be tanking each wave in order to drop the stacks from the previous add. However, Dreadblades also cleave when applying the debuff and should be killed first while faced away from the raid.

Throughout the fight, following things will happen:Harpoon guns can be used to pull the drakes to the ship, giving the raid time to kill them.Drakes will cast at random spots on the deck, which deal some damage to the ship unless someone (two players or a tank) get hit by it - the damage is split between all affected players. If you aren't missing any sappers and are killing the drakes quickly enough, you can avoid most of these. is a big version of the previous spell, it will be preceded by "Goriona! Give them hell!" emote from the boss. The whole raid should stack up on the large circle for this and use defensive cooldowns.Sapador do Crepúsculo will be dropped off somewhere on the deck, and will run to the hut. If they reach it, the ship will take a large amount of damage. They enter stealth shortly after being dropped off, so aoe and Sinalizador should be used. They can be gripped, slowed and stunned, and don't have much health.

Our priority was sappers > drakes for ranged > melee for adds. Getting people cleaved wasn't a big deal, the DoT doesn't even hurt that much.

Once three waves are taken care of and all drakes are killed, the boss will jump off on the deck.In the mean time, Goriona will start creating large patches of fire on the ship, so all ranged have to burn her down until she flies off (she has 11M health, not exactly sure at which point she flees).Warmaster Blackhorn applies a stacking debuff on the tank, reducing armor by 20% per stack, so tanks have to switch every 2 stacks or so. From time to time the boss will turn to a random player and cast a shockwave in their direction - keep the boss in the middle and have everyone spread out around him, and run out to the side quickly when he casts Onda de Choque. Also he will cast Rugido Perturbador, so casters/healers should stay away from him.As the boss's health goes down, he gets Vingança, making him deal more damage. For that reason, melee should dps very slowly until the drake is gone, then everyone should burn the boss fast before the tanks die (he has 22M health).

Comentado por xinaro

He is inside the Dragon Soul Raid, but above the Frozen Sea and not in the Dragonblight/the temple. You have to kill Ultraxion, before he is accessible.

Comentado por xinaro

You have to kill the Twilight Sapper - they deal enormous damage to your Ship. (about 1m to 1.25m)

As a melee, do NOT follow him into the cabin, he'll explode and hit you for ~220k firedamage.

Comentado por Corrup7ioN

Anyone know how people soloing affects ship damage? Dispersion is enough for a shadow priest to solo it, but does this do more (if any) damage to the ship? states that the ship only takes damage if no player is hit, so one would assume onslaught works the same way... but can we really trust blizz tooltips?

And how about immunity effects like cloak of shadows where the spell does not even reach the attack tables? Does this count as hitting a player and protect the ship?

EDIT: Just looked through WoL, and it seems that the damage is split equally between all players AND the ship...

So it looks like soloing onslaught is not really an option as the ship will take 400k, which is a 10th of its total hp. Ofc this is better than noone taking the hit if the raid is too heavily damaged, or it could work if barrage is soaked well and ship damage isn't an issue.

Comentado por oscarucb

The most annoying part of the Twilight Sappers is they drop into a smoke bomb as they arrive in the fight, so they become untargettable for a crucial second or so when they start running. Consequently, dps should have a macro for easily targeting them:

/tar Twilight Sapper

The sappers are not tanked, but tanks may be asked to help deal with them (especially in 10 man). Here's a useful macro for dealing with these sappers as a Deathknight tank:

Hit the button AFTER they've dropped to the deck and you see them run out of their smoke bomb and head up the ship. It will DG them to you and apply chains of ice, without disturbing your target for the adds you're tanking.

Comentado por FuxieDK

Comentado por Biggus1

Tips:

Sappers can be stunned and slowed, but only after they leave their cloud.

Charge damage is completely avoidable. Ranged dps and heals must strafe as soon as the charge path is marked on the ground. Even if the path ends in front of you, they will still hit you, so you must side-step the path.

In phase 1, tanks should strictly alternate which kind of add they pick up because they apply different stacking debuffs. The deadblade cleaves, so angle the adds away from each other. Note: a popular alternative, especially on heroic difficulty, is to have the tanks take turns picking up both adds.

Saving tanking cooldowns until late in phase 2 makes the boss's vengeance easy to deal with.

Pro tip: rogues can dismantle the Dreadblade. This is especially helpful if the Dreadblade tank needs to stack in the Onslaught.

Pro tip: tanks can target adds while they are still on drakes for quicker pickup. Macros help with this.

Pro tip: Your guild's OT might as well re-spec for this fight until (H) Blackhorn is on farm, as Ultraxion and Morchok are trivial in comparison. For example, if you have no DK and your OT is a paladin, he can put 2 points in Improved Hammer of Justice and use Glyph of Hammer of Justice.

Pro tip (unconfirmed): a hunter's flare just outside the cloud may break sappers out of their stealth sooner (thanks, rilgania).

Comentado por JASP01

Question: Is it possible, instead of killing Goriona, to skip her and nuke Blackhorn? Just curious.

Comentado por AnrDaemon

He's not the Tyrus Chifre Negro, as someone would think...But I still think that we will get to That One... later.

Comentado por Arothand

Am I the only one who thinks it would have been cool if this had been Gamon, swayed to Deathwing out of revenge for being beaten up in the tavern?

Comentado por Bairot

Sappers will stealth no matter and remain stealthed while inside the smoke bomb they leave and destealth a few moments after leaving the smoke, flaring ahead of the smoke might break the stealth earlier than normal (hunter traps seem to activate and destealth earlier too), they might go in a straight line to the cabin which is very dangerous and needs quick reflexes on the stuns/slows/grips, or they try to "juke" by first running to a side (this is all done stealthed) and then go for the cabin so a melee might want to wait about 10 yards in front of where it lands and with a good view of both sides, although even while stealthed sappers arent immune so aoes that dont need targets (swipe,blizzard,flamestrike, already active hunter traps) will dmg and affect them including getting stunned by a taurens war stomp (stomping nothing to later find a stunned goblin is satisfaying)

Comentado por Zz0mg

He has a 101% chance to drop an Elementium Gem Cluster according to wowhead.

Comentado por seahen

Luckily, the Encounter tab is wrong about on heroic. It increases shadow damage taken by 50%, not 200,000% as it says.

Comentado por Gawwad

There seems to be some kind of bug with the second Terroraço de Elite do Crepúsculo who jumps on the deck. After a few swings he just follows who ever is tanking him and does nothing. This does not happen every time, but certainly has happened most of the time for my guild on 10 man and on the LFR.

Comentado por Joh86

As a destruction warlock, when the fight starts (while he is flying in) you can run up to the front of the ship and cast Devastação on Goriona. My guild has not gotten to phase 2 yet, so I don't know if she gets healed in between the phases but if she doesn't, it'll at least have shaved off a couple of percent of her health when phase 2 starts.

This obviously means however that you can't use it on an add, so if you keep wiping from getting overrun it might be a good idea not to.

Comentado por Euphemia

Comentado por Kaptaniderya

Though once vast in number, only a few dozen twilight dragons now remain. Astride these hardened survivors are the last vestiges of the Twilight's Hammer's army: the elite drake riders of Deathwing's personal escort. Led by the insidious Warmaster Blackhorn, they move with unholy purpose, driven to protect their dark master.

Comentado por Sanryo

The first time I saw and heard this npc, I immediatly thought "Mr Smite, is that you?"

Comentado por citrique

Fun boss on heroic 25.

The heroic encounter has a few major, key differences from normal:

- The Skyfire takes a lot more damage from barrages, and Goriona Fogo de Bordos it every so often drastically reducing its health- Spreading Incêndio no Convés to contend with- Goriona drops down to the ship at 90% and must be tanked

We ranged DPS stacked our raid for our kill.

There are a number of different strategies to deal with phase 1. We used a strategy to control the rate of deck fire spawns as the encounter appears to still have massive bugs related to it - fire does not despawn in phase 2 for a very long time if you have a lot of it. We assigned healers and DPS to quadrants of the ship, leaving one edge of the ship and the area between the cabin and the first large deck board unprotected. Healers and DPS in their quadrant would stack to soak the s as much as possible early on. The entire raid with the exception of the Terroraço de Elite do Crepúsculo tank would soak the . We tanked both the Dreadblade and the Matador de Elite do Crepúsculo at the "protected" side of the ship opposing the edge where barrages aren't soaked, approximately where the Draco de Ataque do Crepúsculo are harpooned. Melee DPS and fire mages were specifically assigned to DPS the drake and adds on this side of the ship, ranged DPS were specifically assigned to DPS the other drake (and multidot at discretion). DPS priority is sapper -> drake -> dreadblade -> slayer.

Both melee adds will towards a random player who is at least 15 yards distant. This is the reason one edge of the ship is left "unprotected" from barrage soaking, as people standing this far from the adds to soak barrages cause blade rushes to have to go further, reducing melee DPS uptime on the adds and requiring more raid movement. Nobody should be more than about 30y from the drake/add stack.

Deck fire is an RNG factor. It spreads randomly and requires time to be put out by the ship's deckhands, however if the ship takes too much damage too quickly, additional fire spawns which can actually stack on existing fire, making it take much longer to put out. We attempted to have no additional fire spawn until the existing fire was almost put out.

Sapador do Crepúsculo would be death gripped into the melee/drake stack when targetable. One of these hitting is likely an instant wipe as combined with a Broadside the ship will plummet in health causing additional fire.

The transition to phase 2 occurs when the last drake of the third set is killed. We would sometimes delay killing this drake if the ship's health was still high, in order to clean up the remaining adds. When phase 2 begins, fire no longer spawns regardless of the ship's health, and any remaining adds must be prioritized to be killed.

As phase 2 begins, ranged DPS would stack on the right edge of the ship by the stairs (where Goriona positions herself). The goal is to push her to 90% before she spawns a second Chamas do Crepúsculo void zone. We would then tank Blackhorn and Goriona stacked, with melee on the left side and ranged on the right side of Goriona, just inside her hitbox. This allows ranged DPS the easiest time to avoid Onda de Choque as it is a narrower field the closer to the boss you are. All DPS must be focused on Goriona. Our Blackhorn tank would take over tanking her at 3 stacks of Fender Armadura with a tank swap. For DPS, it is important NOT to DPS Blackhorn significantly until Goriona flies away, outside of passive cleave effects. His health should be around 85-90% when she flies off.

is not a major concern, but does cause spell pushback when the AOE goes off, which can be very annoying. Healers must just watch for it and make sure not to cast directed heals at the victim.

Once Goriona is gone the fight just becomes a tank and spank on Blackhorn with raid cooldowns rotated to survive Rugido Perturbador as his health lowers.

The encounter has some major bugs still in it, including occasionally having a second, invisible, untargetable Blackhorn spawn on the ship at the start of a new pull following a phase 2 wipe, who obviously runs around 1-shotting people and wiping the raid again.

ed: As of about a week ago the bugs of fire persisting halfway into phase 2 and invisible Blackhorn appear to be fixed.

Comentado por citrique

Mage (and ranged DPS in general) tip:

You can start the encounter by standing at the far end of the ship (where Thrall and the aspects are). Goriona flies overhead, and you can get 1-2 Scorch + Living Bomb onto her here. You then run to the left side of the ship (facing away from the cabin), and you will drop combat and can prepot here before getting a hardcast pyroblast / living bomb onto the first drake, scorch/living bomb onto the second, and living bomb onto the dreadblade.

Comentado por Nukillis

Does anyone have the SFX scripts for this guy? Particularly the one associated with his Disrupting Shout? I love his "UUUUUUUUHRHRHRRUAHAHHAHAH" or whatever it is that he does. :)

Comentado por IbFeeshin

Since when is BWAARHAHAHA! A dragon shout?

Comentado por Bowser

In the patch 4.3.2, The visual warning for Twilight Elites' Blade Rush should be easier to see.

Comentado por VarstJasol

Friendly tip: If you stand on the top deck near the back of the boat you can get in attack range as range to start hitting the first drake that spawns. Helps down them a little bit faster when the fight starts. Faster the kill means fewer barrages.

Comentado por Zoidfa

I don't know about the rest of you, but I think that Blackhorn here is simply Mr.Smite after he was hit one to many times by adventurers. He simply stumbled around and was than adopted into the twilight's hammer and was given a new name. Blackhorn is merely a cover!

Comentado por rilgania

Yet another 10m heroic guide... :)

This is a quick cover of how my raid did the first kill and thought to give a few inputs for those looking for advice. It is by no means supposed to be the "best" way to do it, it merely was the best solution for OUR raid!

Phase 1Three packs of 2 dragons and 2 melee adds spawn on a 1min timer (i think). Additionally, there are sappers on a different timer which need to die quickly, and gariona casts her twilight onslaught. This phase is very messy in general because there's loads going on. It requires good situational awareness from all players as well as good communication, and a little luck. Let's look at the different aspects:

Drakes: They need to die the first time they are pulled to the ship. Both hunters with CDs and warlock dots killed one, the casters (warlock main nuked it too) killed the other. In the last wave, one drake is killed in the second pull, because the melee adds need to be dealt with first. It is possible for melees to hit them too if they stand on the very edge of the ship, but it's a bit tricky.

Melee adds: Whenever possible, they were tanked on top of a drake, and always close to each other. The rogue stays on them all the time, killing the one that does the cone AE effect first. Once the drakes are down, the casters switch and finish them off. In the last wave, one melee add should die before the second drake because the transition starts as soon as both drakes are down.

Sappers: To force them out of vanish, make sure to spread AoE effects in front of the cloud as best as possible. The hunter's flare works fine too. Stun and slow them as soon as they are visible, it is best to assign someone this job (WL in our case). If a tank is free, he should focus on stopping them. Kill them quickly.

Twilight Onslaught: Everyone should always stand in them. Use defensive individual and raid cooldowns, be careful to turn the melee adds away from the grou.

Twilight barrage: You'll need to take about 8 of them, depending on how fast you are. The faster the drakes die, the less will spawn. Make sure that at least two people stand in them unless defensive cooldowns are used. This can be tricky due to latency; efficient voice communication is absolutely mandatory.

The main difficulty here is that everything happens at the same time, like drakes (which need to die quickly) plus sapper plus Twilight Onslaught at the far end of the ship, while there's fire everywhere. If you get all these things right, it all depends on how lucky you are with fire. If it is all over the ship when phase 2 starts, you might get into trouble.

Phase 2This part is a dps and heal race, the enrage timer starts once Blackhorn lands. The melees should get him as low as possible, while the ranged dps the dragon to ~85%. That will force him into landing; at this point, all DPS switches to Goriona to take her to 20%. They are tanked on top of each other, but look in different directions (~45° apart), so that the breath hits one tank only. Tanks need to swap targets every now and then to reset the debuff. The group stacks up at 10y range to avoid the silence and have short distances when avoiding the shockwave at the same time. The consuming shroud debuff is best healed through slowly and will stop appearing once Goriona flees. It might be helpful if a healer stands away from the AE effect to avoid pushback.Once there's blackhorn only, the group can spread a bit. Now, it all depends on how well the tanks can be kept alive, and how fast the DPS can take him down. Be sure to not stand too far away from Blackhorn, or you might not get out of shockwave in time.

Comentado por Tastyllama

Hunters taking on their own can use the following:

1) Tenacity pet's - In full normal Dragon Soul raid gear and 2/3 will give you a 75-80k absorb for the next attack. The DPS loss shouldn't be too big as you are more likely to nuke the assault drakes in this fight.

2) Glifo Calcinado - More useful in when taking the Onslaught as you are near melee targets.

Comentado por isar1998

Comentado por DoctorLock

Flavor text from Belt of the Beloved Companion and the name of said item suggests that Blackhorn and Goriona were friends, rather than Master and Slave.

Comentado por Solarflair

This guy has amazing sound files - I highly reccomend playing this fight with your sound on. After Sky Captain Swayze is done talking.

Comentado por Piciapop

Very useful thing is that that the tanks should take the 2 npc's wchich they tank to take them to the drakes on HC difficulty it really helps to kill those 3 mobs very fast and the Skybreaker takes a lot smaller damage,HC twilight barrage if it hits the ship next barrage deals 50% more damage so watch out for this :D

Comentado por Wolvigar

I'd like to point out that, for Unholy Death Knights, using Anti-Magic Shell for the mini-onslaughts will probably help out a bit. If you're spec'd into Magic Suppression, using Anti-Magic Shell and taking a full mini-onslaught will give you a full bar of Runic Power.

*Update*I can now add that, in the second phase, the AoE flame that Goriona puts onto the ship can be absorbed and turned into Runic Power as well.

Comentado por Mig64

Deadmines was merely a set back!Under the alias of Blackhorn and an improvised horn and warpaintings, Mr. Smite will have his improvised vengeance!

Comentado por MABGamer6407

This should have def been Gamon. I mean come on now, this would make perfect sense. Who agrees aye?

Comentado por ontera

Mr. Smite got promoted!

Comentado por brenthebli

He was really Mr Smite, and fought us to make sure we were really worthy of defeating Deathwing.

Comentado por ellisse

As of 5.3 all bosses in Dragon Soul drop regular gold (Approx 20-25 gold per person) and, it appears 1 legendary token in both 10 and 25, unless we got really unlucky, as we only got 1 drop off the first 4 in 25m, so we changed to 10 and killed the rest on 10.

Comentado por MABGamer6407

Love how this Encounter is a re-creation of the Airship Encounter from ICC.

1. Both ship encounters have you protecting your ship from enemy fire.2. Both ships will be boarded by a constant stream of enemies3. Both ships can be destroyed if not prevented enemy damage from Adds4. Both encounters use the Warship theme. (With a slightly updated tune in this case)

Unlike the Icc ship fight there are some differences.

1. There is only one ship this time around.2. As said above, no mater if your Horde or Alliance it is always on the Skyfire.3. The attackers are Horde nor Alliance, but a greater threat to both factions.5. There is no actual Weaponry on the ship, only Harpoons that allow to drag Drakes close.

I could go on, but I think this will sum it up. Oh an Warmaster Blackhorn is the first Tauren Raid boss yet.

Comentado por MABGamer6407

"Mess with the Bull..."

You get the horns...

Comentado por Urion

As of 6.0.2 and easy soloing of this fight I have little tip for all ranged people.

Do NOT kill the dragons with adds before they reach the ship and drop them.

If you kill them before and adds fall down without getting on the ship, they will bug the encounter and you will randomly end underneath the ship, even if it wasn't destroyed.

I learned the hard way.

Comentado por Pernicia

Twice I've managed to bug the entire instance with this fight. I was unable to proceed any farther.

After the fight was over, I went to talk to Swayze in order to start the Spine fight and (spontaneously) I died from full health.

When I came back in, Swayze would only give me the option to start the Blackhorn fight again, but since Blackhorn was already dead, starting the fight did nothing.

I *think* it was because I dotted Goriona and it died as it was flying away. Any confirmation?

(EDIT: After hearthing, doing it with another alt, logging completely out and logging back in, I was able to go back in and do the Spine fight and finish the instance. All is not lost for the week if you bug him.)

Comentado por stym

Not difficult at all to solo in 25H mode as a destruction warlock (665 ilvl with 655 weapon and trinkets, I used a Terrorguard with Demonic Servitude).

You can afford not to kill every sapper and not to soak every Twilight Onslaught, but keep an eye on the ship's health. I chose to only ignore the last couple ones when it gets busier on the ship.

Focus Garona very fast in P2 before her consuming shroud becomes a problem, and mind the boss' interrupts.

Comentado por HeKol

Comentado por BlackMilk

If you're feeling experimental or you just don't like Blackhorn immediately coming after you when he lands, do yourself a favour and don't use any ability or item that removes you from combat!

I was a bit curious to see if I could vanish on my rogue before starting the second phase but all it did was dematerialise the boss and reset the whole encounter.

No harm done, but rather annoying to have to do it again. Don't make the same mistake!And yes, I suppose this was predictable behaviour but I wanted to try anyway. So hereby confirmed. Don't reset it by leaving combat.

Comentado por hjp426

Anyone notice lately that Twilight Onslaught doesn't show visually on the ship anymore, or is it just me?

Relacionado

[Tooltips and dungeon journal reflect ability values for one encounter version. Please refer to "Effect" section on spell pages to see values for all raid sizes and difficulties.]

Incêndio no Convés
– As the Skyfire takes damage, destructive fires break out on the ship and spread rapidly across its deck. Crewmembers rush to extinguish these blazes and keep them in check. Any player standing within a fire suffers 9405 to 10395 Fire damage per second.